0
0
Fork 0
mirror of https://github.com/liabru/matter-js.git synced 2024-11-23 09:26:51 -05:00
A 2D rigid body physics engine for the web.
Find a file
2015-12-23 16:04:16 +00:00
build fixed issue with MouseConstraint.create, closes #185 2015-12-23 13:50:31 +00:00
demo removed Detector.bruteForce 2015-12-05 18:12:07 +00:00
examples improved examples 2015-12-23 12:45:40 +00:00
src Merge branch 'no-gravity-optim' of https://github.com/BlackDice/matter-js into BlackDice-no-gravity-optim 2015-12-23 16:04:16 +00:00
test updated test refs 2015-12-23 13:19:25 +00:00
.eslintrc migrated from grunt to gulp, jshint to eslint 2015-11-29 14:27:38 +00:00
.gitignore move Demo.* to Example.* 2015-08-25 19:12:52 +01:00
.npmignore fix runner for tests, limit precision of refs 2015-08-04 21:20:20 +01:00
.travis.yml migrated from grunt to gulp, jshint to eslint 2015-11-29 14:27:38 +00:00
bower.json release 0.8.0 2014-05-05 19:32:51 +01:00
CHANGELOG.md release 0.8.0 2014-05-05 19:32:51 +01:00
CONTRIBUTING.md migrated from grunt to gulp, jshint to eslint 2015-11-29 14:27:38 +00:00
Gulpfile.js fixed build tasks, closes #161 2015-12-05 16:58:39 +00:00
LICENSE initial commit 2014-02-19 14:15:05 +00:00
package.json change travis to only lint rather than full test (until tests are finished and documented) 2015-12-05 17:33:22 +00:00
README.md updated readme 2015-12-23 15:42:20 +00:00

Matter.js

Matter.js is a JavaScript 2D rigid body physics engine for the web

brm.io/matter-js

Features - Install - Usage - Docs - Implementation - References - License

Build Status

Demos


Features

  • Rigid bodies
  • Compound bodies
  • Composite bodies
  • Concave and convex hulls
  • Physical properties (mass, area, density etc.)
  • Restitution (elastic and inelastic collisions)
  • Collisions (broad-phase, mid-phase and narrow-phase)
  • Stable stacking and resting
  • Conservation of momentum
  • Friction and resistance
  • Events
  • Constraints
  • Gravity
  • Sleeping and static bodies
  • Rounded corners (chamfering)
  • Views (translate, zoom)
  • Collision queries (raycasting, region tests)
  • Time scaling (slow-mo, speed-up)
  • Canvas renderer (supports vectors and textures)
  • WebGL renderer (requires pixi.js)
  • MatterTools for creating, testing and debugging worlds
  • World state serialisation (requires resurrect.js)
  • Cross-browser (Chrome, Firefox, Safari, IE8+)
  • Mobile-compatible (touch, responsive)
  • An original JavaScript physics implementation (not a port)

Install

Download the edge build (master) or get a stable release and include the script in your web page:

<script src="matter.js" type="text/javascript"></script>

You can also install using the package managers Bower and NPM.

bower install matter-js
npm install matter-js

Usage

See the Getting started wiki page for a minimal usage example.

Matter.js includes a sample renderer, but this is optional and it's easy to use your own.
See the Rendering wiki page for information, including on how to use your own custom game loop.

Check out the demo page for more examples and then refer to Demo.js to see how they work. Some of the demos are also available on codepen, where you can easily experiment with them.

Documentation

Edge build documentation is at Matter.js API Docs (master)
Stable release documentation is at Matter.js API Docs (v0.8.0)

Building and Contributing

To build you must first install node.js and gulp, then run

npm install

This will install the required build dependencies, then run

gulp dev

which is a task that builds the matter-dev.js file, spawns a connect and watch server, then opens demo/dev.html in your browser. Any changes you make to the source will automatically rebuild matter-dev.js and reload your browser for quick and easy testing.

Contributions are welcome, please ensure they follow the same style and architecture as the rest of the code. You should run gulp test to ensure jshint gives no errors. Please do not include any changes to the files in the build directory.

If you'd like to contribute but not sure what to work on, feel free to message me. Thanks!

Changelog

To see what's new or changed in the latest version, see the changelog.

Implementation

The engine uses the following techniques:

  • Time-corrected position Verlet integrator
  • Adaptive grid broad-phase detection
  • AABB mid-phase detection
  • SAT narrow-phase detection
  • Iterative sequential impulse solver and position solver
  • Resting collisions with resting constraints ala Erin Catto's method (GDC08)
  • Temporal coherence impulse caching and warming
  • Collision pairs, contacts and impulses maintained with a pair manager
  • Approximate Coulomb friction model using friction constraints
  • Constraints solved with the Gauss-Siedel method
  • Semi-variable time step, synced with rendering
  • A basic sleeping strategy
  • HTML5 Canvas / WebGL renderer

References

See my post on Game physics for beginners.

License

Matter.js is licensed under The MIT License (MIT)
Copyright (c) 2014 Liam Brummitt

This license is also supplied with the release and source code.
As stated in the license, absolutely no warranty is provided.